X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fgaussian-blur-view%2Fgaussian-blur-view-impl.cpp;h=2dddad762ade5957535b1d9f45ad9bb51e4ac943;hp=239d94ef537a9197274cbfae3556068e34eabbb6;hb=0e462103c222ad05916840bc7d7c902cf5fc82a1;hpb=22e89375677d1fe737d5472e21ab681f2f3e4ca7 diff --git a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp index 239d94e..2dddad7 100644 --- a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp +++ b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -30,13 +30,12 @@ #include // INTERNAL INCLUDES -#include +#include // TODO: // pixel format / size - set from JSON // aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work // default near clip value -// mChildrenRoot Add()/Remove() overloads - better solution // Manager object - re-use render targets if there are multiple GaussianBlurViews created @@ -55,13 +54,13 @@ // 2 modes: // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred. // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren -// mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1 -// mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren +// mHorizBlurTask renders mImageViewHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 +// mVertBlurTask renders mImageViewVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1 +// mCompositeTask renders mImageViewComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren // // 2nd mode, an image is blurred and rendered to a supplied target framebuffer -// mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget +// mHorizBlurTask renders mImageViewHorizBlur Actor showing mUserInputImage into FB mRenderTarget2 +// mVertBlurTask renders mImageViewVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget // // Only this 2nd mode handles ActivateOnce @@ -98,17 +97,19 @@ const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f; const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uColor;\n" "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n" "uniform mediump float uSampleWeights[NUM_SAMPLES];\n" "void main()\n" "{\n" - " mediump vec4 col;\n" - " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[0]) * uSampleWeights[0]; \n" - " for (int i=1; i( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); - blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) ); + mImageViewComposite = Toolkit::ImageView::New(); + mImageViewComposite.SetParentOrigin(ParentOrigin::CENTER); + mImageViewComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value + + Constraint blurStrengthConstraint = Constraint::New( mImageViewComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); + blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) ); blurStrengthConstraint.Apply(); - // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task - mTargetActor = ImageActor::New(); - mTargetActor.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS ); + // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task + mTargetActor = Toolkit::ImageView::New(); mTargetActor.SetParentOrigin(ParentOrigin::CENTER); - mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME - ////////////////////////////////////////////////////// // Create cameras for the renders corresponding to the view size mRenderFullSizeCamera = CameraActor::New(); + mRenderFullSizeCamera.SetInvertYAxis( true ); mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree - Self().Add( mImageActorComposite ); - Self().Add( mTargetActor ); - Self().Add( mRenderFullSizeCamera ); + mInternalRoot.Add( mImageViewComposite ); + mInternalRoot.Add( mTargetActor ); + mInternalRoot.Add( mRenderFullSizeCamera ); } ////////////////////////////////////////////////////// // Create camera for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera = CameraActor::New(); + mRenderDownsampledCamera.SetInvertYAxis( true ); mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree Self().Add( mChildrenRoot ); - Self().Add( mImageActorHorizBlur ); - Self().Add( mImageActorVertBlur ); - Self().Add( mRenderDownsampledCamera ); + Self().Add( mInternalRoot ); + mInternalRoot.Add( mImageViewHorizBlur ); + mInternalRoot.Add( mImageViewVertBlur ); + mInternalRoot.Add( mRenderDownsampledCamera ); } -/** - * ZrelativeToYconstraint - * - * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale) - */ -struct ZrelativeToYconstraint -{ - ZrelativeToYconstraint( float scale ) - : mScale( scale ) - {} - - Vector3 operator()(const Vector3& current, - const PropertyInput& property) - { - Vector3 v; - - v.x = current.x; - v.y = current.y; - v.z = property.GetVector3().y * mScale; - - return v; - } - - float mScale; -}; - -void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize) +void GaussianBlurView::OnSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); @@ -364,7 +336,7 @@ void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize) if( !mBlurUserImage ) { - mImageActorComposite.SetSize(targetSize); + mImageViewComposite.SetSize(targetSize); mTargetActor.SetSize(targetSize); // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering @@ -376,11 +348,31 @@ void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize) } - // if we are already on stage, need to update render target sizes now to reflect the new size of this actor - if(Self().OnStage()) + // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor + if(mActivated) { - AllocateResources(); + Deactivate(); + Activate(); } + + Control::OnSizeSet( targetSize ); +} + +void GaussianBlurView::OnChildAdd( Actor& child ) +{ + if( child != mChildrenRoot && child != mInternalRoot) + { + mChildrenRoot.Add( child ); + } + + Control::OnChildAdd( child ); +} + +void GaussianBlurView::OnChildRemove( Actor& child ) +{ + mChildrenRoot.Remove( child ); + + Control::OnChildRemove( child ); } void GaussianBlurView::AllocateResources() @@ -417,30 +409,32 @@ void GaussianBlurView::AllocateResources() mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale); // create offscreen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED ); + mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); - // Set ImageActor for performing a horizontal blur on the texture - mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren ); + // Set image view for performing a horizontal blur on the texture + mImageViewHorizBlur.SetImage( mRenderTargetForRenderingChildren ); + mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader ); // Create offscreen buffer for vert blur pass - mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); + mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); // use the completed blur in the first buffer and composite with the original child actors render - mImageActorComposite.SetImage( mRenderTarget1 ); + mImageViewComposite.SetImage( mRenderTarget1 ); // set up target actor for rendering result, i.e. the blurred image mTargetActor.SetImage(mRenderTargetForRenderingChildren); } // Create offscreen buffer for horiz blur pass - mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); + mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); // size needs to match render target - mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mImageViewHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target - mImageActorVertBlur.SetImage( mRenderTarget2 ); - mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mImageViewVertBlur.SetImage( mRenderTarget2 ); + mImageViewVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader ); + mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); // set gaussian blur up for new sized render targets SetShaderConstants(); @@ -467,11 +461,13 @@ void GaussianBlurView::CreateRenderTasks() // perform a horizontal blur targeting the second buffer mHorizBlurTask = taskList.CreateTask(); - mHorizBlurTask.SetSourceActor( mImageActorHorizBlur ); + mHorizBlurTask.SetSourceActor( mImageViewHorizBlur ); mHorizBlurTask.SetExclusive(true); mHorizBlurTask.SetInputEnabled( false ); mHorizBlurTask.SetClearEnabled( true ); mHorizBlurTask.SetClearColor( mBackgroundColor ); + mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera); + mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 ); if( mRenderOnce && mBlurUserImage ) { mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); @@ -479,11 +475,20 @@ void GaussianBlurView::CreateRenderTasks() // use the second buffer and perform a horizontal blur targeting the first buffer mVertBlurTask = taskList.CreateTask(); - mVertBlurTask.SetSourceActor( mImageActorVertBlur ); + mVertBlurTask.SetSourceActor( mImageViewVertBlur ); mVertBlurTask.SetExclusive(true); mVertBlurTask.SetInputEnabled( false ); mVertBlurTask.SetClearEnabled( true ); mVertBlurTask.SetClearColor( mBackgroundColor ); + mVertBlurTask.SetCameraActor(mRenderDownsampledCamera); + if(mUserOutputRenderTarget) + { + mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget ); + } + else + { + mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 ); + } if( mRenderOnce && mBlurUserImage ) { mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); @@ -494,26 +499,13 @@ void GaussianBlurView::CreateRenderTasks() if(!mBlurUserImage) { mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mImageActorComposite ); + mCompositeTask.SetSourceActor( mImageViewComposite ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); mCompositeTask.SetCameraActor(mRenderFullSizeCamera); mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren ); } - - mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera); - mVertBlurTask.SetCameraActor(mRenderDownsampledCamera); - - mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 ); - if(mUserOutputRenderTarget) - { - mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget ); - } - else - { - mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 ); - } } void GaussianBlurView::RemoveRenderTasks() @@ -526,25 +518,12 @@ void GaussianBlurView::RemoveRenderTasks() taskList.RemoveTask(mCompositeTask); } -void GaussianBlurView::OnStageDisconnection() -{ - // TODO: can't call this here, since SetImage() calls fails similarly to above - // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate() - //Deactivate(); -} - -void GaussianBlurView::OnControlStageConnection() -{ - // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet - // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate() - //Activate(); -} - void GaussianBlurView::Activate() { // make sure resources are allocated and start the render tasks processing AllocateResources(); CreateRenderTasks(); + mActivated = true; } void GaussianBlurView::ActivateOnce() @@ -559,7 +538,11 @@ void GaussianBlurView::Deactivate() // stop render tasks processing // Note: render target resources are automatically freed since we set the Image::Unused flag RemoveRenderTasks(); + mRenderTargetForRenderingChildren.Reset(); + mRenderTarget1.Reset(); + mRenderTarget2.Reset(); mRenderOnce = false; + mActivated = false; } void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth) @@ -618,11 +601,11 @@ void GaussianBlurView::SetShaderConstants() Vector2 yAxis(0.0f, 1.0f); for (i = 0; i < mNumSamples; ++i ) { - mHorizBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); - mHorizBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mImageViewHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); + mImageViewHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); - mVertBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); - mVertBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mImageViewVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); + mImageViewVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); } delete[] uvOffsets;